Weird shadow behavior on mesh
Wrong color space for the normal map
First of all you have some object with the normal pointing inside the surface, you can enable the Face Orientation overlay to spot them. I suggest to fix them by recalculating the normals.
Your node setup would be correct if you were using a common Normal Map you can find around the web. Your normal map has been baked with different settings, as you can easily spot by comparing the shades of blue between yours (on the left) and another normal map made from a professionist.
Your is simply baked in another color space. You should ask the person who did it which one exactly is, but if you switch to sRGB instead of Non-Color, all seems fine, so we can assume sRGB is the one.

Here's some normal map from the web: your nuance is clearly lighter.


Solution:
Change this parameter.